Rendering looks different on engine and mobile

when i am preparing my game it looks like the one on the left
but when I open the mobile previewer it looks like the one on the right
is there a way to run the game on mobile like the one on the left?

turkish links yo. no bueno. try again. english or compatible keyboard, pls. :slight_smile:

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thanks for the warning i have re-edited it now i hope it was working properly

well… looks normal. that’s just the limitations of the current mobile renderer, i guess. reminder: mobile is GLES 3.2 only. no raytracing (yet) and limited lighting. i have not tested 5.1 on mobile either yet. pretty sure lumen does not work on it, tho. or atleast not on my test device. you’d need a device that can handle all of the graphics. the renderer gotta support all of it too. mobile dev currently is a whole different workflow to achieve visuals and performance.

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so I can’t run my game on mobile like the one on the left? I read in a ue resource that the emissive color can work the same on computer and mobile.

i just tried everything. and… nope. latest ue5 currently doesn’t allow you to create a basic map nor allows you to bake any lighting. so… this’ bad for mobile dev if you need that.

(tbf i could use it on desktop too. static emissive materials asking for alot from lumen. and the bounces scatter really funky. ohh well)

i guess the solution is ue4.

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this is so sad i almost finished my project, is it possible to move my project from ue5 to ue4 or should I say goodbye to lighting

if you can say good bye, say good bye to the lighting. or redesign the visuals. you could also bake outside of ue5 and import your lightmaps. i don’t think backwards porting to ue4 will work without loss of data. or work at all. you can try. i have not tried it yet.

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It’s pretty sad to say goodbye to lighting in my project but I have to, thanks a lot for your help

hmm. thinking about it you don’t have to say good bye entirely, really. just put lights where your arcs are at. disable shadows on the arcs. so they don’t cast any shadows in close proximity. you can fake the ambient shadow under your player thingy with a decal and some shader magic to make it darker or lighter. mobile graphics hacks. you gotta manage what you got. 4 lamps, alternatively with shadowmaps. 1 sun cascade. lots you can do with that on a phone/tablet. tbh. :slight_smile:

while I was messing around with the settings, I saw that playing with auto exposure and auto exposure bias in the rendering part changes some things, what do you think, will it work?

auto exposure doesn’t create light. it just make everything bright. not sure what you tryna achieve with that. if it does what you want it to look like tho, sure… do it. try things.

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I was hoping this would work, I guess I should give up on lighting now thanks for your help

HI! Since you are the only person who has helped me so far, I wanted to ask you maybe you can help with this issue as well. @glitchered